GameFramework¶
16 tools. Back to the index.
create_game_instance_class_bp¶
Additive, idempotent.
Create a Blueprint subclass of UGameInstance, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset. |
parent_class |
string | yes | Parent class name; must derive from UGameInstance. |
package_path |
string | no | Target content folder; defaults to /Game/MCP. |
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
create_game_mode_class_bp¶
Additive, idempotent.
Create an AGameModeBase-derivative Blueprint asset at package_path/asset_name, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class and is_multiplayer are read off the Blueprint.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset |
parent_class |
string | yes | Parent class name (must derive from AGameModeBase; AGameMode also accepted for multiplayer) |
package_path |
string | no | Target content folder; defaults to /Game/MCP |
Returns: { asset_name: string, asset_path: string, package_path: string, package_class: string, parent_class: string, is_multiplayer: bool, already_exists: bool }
create_game_state_class_bp¶
Additive, idempotent.
Create a Blueprint subclass of AGameStateBase (or AGameState) at package_path/asset_name with FKismetEditorUtilities::CreateBlueprint, registered and marked dirty but NOT saved -- persist it with save_asset. Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned as is with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint. A parent_class that does not resolve or derive from AGameStateBase, or a name taken by another asset class, is an error. Refused during PIE unless force. Siblings: create_game_mode_class_bp, create_player_state_class_bp.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset. |
parent_class |
string | yes | Parent class name; must derive from AGameStateBase. |
package_path |
string | no | Target content folder; defaults to /Game/MCP. |
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
create_hud_class_bp¶
Additive, idempotent.
Create a Blueprint subclass of AHUD, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset. |
parent_class |
string | yes | Parent class name; must derive from AHUD. |
package_path |
string | no | Target content folder; defaults to /Game/MCP. |
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
create_player_controller_class_bp¶
Additive, idempotent.
Create a Blueprint subclass of APlayerController, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset. |
parent_class |
string | yes | Parent class name; must derive from APlayerController. |
package_path |
string | no | Target content folder; defaults to /Game/MCP. |
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
create_player_state_class_bp¶
Additive, idempotent.
Create a Blueprint subclass of APlayerState, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_name |
string | yes | Name for the new Blueprint asset. |
parent_class |
string | yes | Parent class name; must derive from APlayerState. |
package_path |
string | no | Target content folder; defaults to /Game/MCP. |
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
get_game_mode_info¶
Read-only.
Read the AGameModeBase CDO's class slots (DefaultPawnClass, HUDClass, PlayerStateClass, GameStateClass, SpectatorClass, PlayerControllerClass) and the world settings' DefaultGameMode override.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, parent_class: string, is_multiplayer: bool, default_pawn_class: string, hud_class: string, player_state_class: string, game_state_class: string, spectator_class: string, player_controller_class: string, world_settings_default_game_mode?: string }
place_player_start¶
Additive.
Spawn an APlayerStart actor in the editor world at the given location with optional rotation + player-start tag. Location AND rotation are RE-READ from the actor after writing them, so a mismatch is visible instead of echoed back.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | [X, Y, Z] world location for the spawn point. |
rotation |
array | no | Optional world rotation. TWO forms: the unambiguous OBJECT form {"roll":R,"pitch":P,"yaw":Y} (RECOMMENDED) or the ambiguous ARRAY form [Pitch, Yaw, Roll] -- note the array order, index 2 is ROLL, not yaw. Default identity. |
player_start_tag |
string | no | Optional FName for the PlayerStart.Tag UPROPERTY (e.g. "Red", "Spectator", "DM"). Used by AGameModeBase to filter start points by team. |
name |
string | no | Optional label for the new actor. Defaults to "PlayerStart_N". |
Returns: { actor_name, location: [x,y,z] (RE-READ from the actor), rotation: {roll,pitch,yaw} (RE-READ from the actor, axes NAMED), is_spatially_loaded: bool, location_matches_request: bool, rotation_matches_request: bool, player_start_tag, spawned: bool, already_existed: bool, requested: { location, rotation, player_start_tag, name } }
register_spawn_point¶
Additive.
Mark an existing actor as a registered spawn point for the project (sets PlayerStartTag + ensures it's a APlayerStart). Useful for tagging generic actors as respawn anchors in lieu of placing APlayerStarts.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Name or label of the actor to mark as a spawn point. |
player_start_tag |
string | no | Optional FName tag (e.g. "Red"/"Blue" for team filtering; "Respawn" for general spawn anchors). |
Returns: { actor_name, was_player_start, promoted_to_player_start: bool, player_start_tag }
reset_game_mode_override¶
Destructive, idempotent.
Inverse of set_game_mode_override: clears the per-world GameMode override (AWorldSettings::DefaultGameMode) back to null, so the world falls back to the engine's URL/INI DefaultGameMode. Takes no parameters and acts on the current editor world.
No parameters.
Returns: { reset, world_name, previous_default_game_mode }
set_game_mode_default_pawn¶
Destructive, idempotent.
Write DefaultPawnClass on the class default object (CDO) of an AGameModeBase subclass, picked by game_mode_class_path or else game_mode_class (one is required), to pawn_class, which must derive from APawn; a class that does not resolve or derive is an error. GameModes spawned later (the next PIE) use it. A Blueprint GameMode's CDO is modified and its package marked dirty but not saved: persist it with save_asset (persistable true). A native GameMode class has no savable package, so its value lasts only until the editor closes (persistable false). default_pawn_class is read back from the CDO. Read the slots with get_game_mode_info; set_game_mode_override picks the GameMode of the level.
| Parameter | Type | Required | Description |
|---|---|---|---|
pawn_class |
string | yes | APawn-derivative class name |
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, default_pawn_class: string, persistable: bool }
set_game_mode_game_state_class¶
Destructive, idempotent.
Set the AGameModeBase::GameStateClass UPROPERTY on the GameMode's CDO. A Blueprint GameMode's package is marked dirty but not saved (persist it with save_asset); a native class's value lasts only until the editor closes (persistable false). game_state_class is read back from the CDO.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_state_class |
string | yes | AGameStateBase-derivative class name (NoClear: empty/None rejected) |
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, game_state_class: string, already_set: bool, persistable: bool }
set_game_mode_hud_class¶
Destructive, idempotent.
Set the AGameModeBase::HUDClass UPROPERTY on the GameMode's CDO. A Blueprint GameMode's package is marked dirty but not saved (persist it with save_asset); a native class's value lasts only until the editor closes (persistable false). hud_class is read back from the CDO.
| Parameter | Type | Required | Description |
|---|---|---|---|
hud_class |
string | yes | AHUD-derivative class name |
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, hud_class: string, persistable: bool }
set_game_mode_override¶
Destructive, idempotent.
Set the AWorldSettings::DefaultGameMode override on the current editor world.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_mode_class |
string | yes | AGameModeBase-derivative class name (short or /Script/ path) |
Returns: { world_settings_path: string, default_game_mode: string, is_multiplayer: bool }
set_game_mode_player_state_class¶
Destructive, idempotent.
Set the AGameModeBase::PlayerStateClass UPROPERTY on the GameMode's CDO. A Blueprint GameMode's package is marked dirty but not saved (persist it with save_asset); a native class's value lasts only until the editor closes (persistable false). player_state_class is read back from the CDO.
| Parameter | Type | Required | Description |
|---|---|---|---|
player_state_class |
string | yes | APlayerState-derivative class name |
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, player_state_class: string, persistable: bool }
set_game_mode_spectator_class¶
Destructive, idempotent.
Set the AGameModeBase::SpectatorClass UPROPERTY on the GameMode's CDO. A Blueprint GameMode's package is marked dirty but not saved (persist it with save_asset); a native class's value lasts only until the editor closes (persistable false). spectator_class is read back from the CDO.
| Parameter | Type | Required | Description |
|---|---|---|---|
spectator_class |
string | yes | ASpectatorPawn-derivative class name (NoClear: empty/None rejected) |
game_mode_class |
string | no | Optional AGameModeBase class name (short or /Script/ path) |
game_mode_class_path |
string | no | Optional long /Script/Engine.GameModeBase path (takes precedence) |
Returns: { game_mode_class: string, spectator_class: string, already_set: bool, persistable: bool }